On Summoning by Sywyn Genodel
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Contents
_1. Introduction-
On Tactical concerns. Summoning, what, when and when not.
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_1) Introduction
Summoning is the art of conjuring creatures, magical or otherwise, from either the nearby environment or, more likely, other planes of existence. This paper describes the summoning process as performed by an arcane conjurer, the reagents and other artifacts that affect summoning and the tactics that should be considered. The first volume documents summoning at the 1st through 3rd circle of arcane magics and describe the creatures that can be summoned using commonly obtainable reagents. The skills and capabilities of the creatures summoned are discussed in detail along with artistic representations of the creatures. Further volumes are proposed that will deal with summoning at a more advanced level.
This paper should be considered as useful reading for the student of summoning and is intended to supplement a series of lectures that can be delivered by a competent arcanist with suitable examples and practical demonstrations. Notes for aspiring Lecturers can be obtained from the author to support this, providing a structure upon which the lecturer can expound on the subject in greater depth.
The work does not include the scrolls of summoning which must be obtained independently from a well stocked purveyor of arcane devices and materials._
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_2) Background
The summoning of creatures and devices of the first circle is a task of limited skill. The inexperienced summoner will take great pleasure in raising these creatures without thought for the consequences, usefulness or otherwise of his actions. He is as likely to raise an elven spirit, equipped with a bow in the front line, where it has little defense and is destroyed with one swipe of an enemy blade; or summon an animated golem like device that explodes, damaging the casters colleagues and causing some annoyance. The true skill comes in knowing both the enemy and the skills and weaknesses of your summoned creatures. To cast the archer behind a barricade, where it can shoot with impunity, or the fey creature who's ability to withstand magic, against a spell caster, this is path of both knowledge and experience.
As mentioned briefly in the introduction, summing involves calling a creature from another place to the location that the caster focuses upon. The "other place" may be a location on the current plane nearby, but is most often another plane of existence. For example, a conjurer summoning a Lantern Archon would be creating a link from the current plane to that where the Lantern Archon exists, namely the Outer Plane of the Seven Mounting Heavens of Celestia, or just Celestia. Through this link, the Lantern Archon will be drawn and, upon reaching the summoner's plane, will seek to attack the nearest enemy of the conjurer. The author has discussed the summoning of Slaadi which, it is understood, are drawn from one of the Fiendish planes. Common vermin that may be summoned are likely to be drawn from elsewhere in the material plane local to the caster._
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_3) On Summoning in Practice
The basic spell is directly affected by one's race and possibly, one's deity. Further control can be developed with practice and the use of reagents, books, or items imbued with arcane powers. A reagent may be used by focusing one's mind on the reagent and then casting the spell onto target location. This causes the reagent to be used up in the process of casting. The focusing may be done a little while before casting so consideration as to the summons and preparation is useful prior to actually casting.To cast, the conjurer focuses his attention on a point on the ground within a number feet and proceeds to cast the appropriate spell using both verbal and somatic components. It should be obvious to the reader that the caster must be able to speak in a strong and controlled voice and to have at least one hand free for the measured and precise gestures needed for the somatic component. A silence spell, gag, manacles or other restriction to the hand or voice will have the effect of inhibiting the incantation and thus spoiling the spell. The conjurer should be able to deploy the summoned creature onto a location up to 30 feet away under normal circumstances. The conjurer must be able to see the target location, physically, for the summons to be able to focus his attention and direct the spell correctly.
The spell generally causes a bright flash and white sparks, out of which the summoned creature appears. The creature will then focus its attention on the nearest enemy of the conjurer and proceed to attack it, casting its own spells where it considers advantage. A summoner may command the creature to follow, guard or hold ground and even to refrain from attack, if necessary.
Initially, the inexperienced summoner will find that he can manage to call only one creature at a time. With practice and concentration, the arcanist will develop the ability to focus his conjuration skills more and be able to summon a second creature. Greater focus and concentration on conjuring will allow a third creature to be summoned at the same time. It is rumoured, though the author has not seen proof, that arcane objects exist that may be used to control a fourth creature as well.
The duration of a summons is short, and seems especially short in combat. Experiments in this have allowed the author to extend the duration to some 90 seconds, though observations indicate the duration is closely linked to the conjurer's experience. It goes without saying that a summons that lasts longer is of greater benefit as more damage may be inflicted upon the enemy._
OOC Notes: To use a reagent or summoning device, right click the PC Mode Switch and select Use Unique Power, then point to the reagent and click. The reagent and the PC Mode Switch device are best placed on the same page of your inventory. However, you can manually switch inventory pages using **[[/b] and ] keys if necessary. Spell Focus (Conjuration) and Greater Spell Focus (Conjuration) are used to allow the concurrent summoning of a second and third creature respectively and also extend the duration of the summons.
To return to your default summoning theme: use Crafting tools then select 2. OOC tools and loot notification… and finally 8. Do not use items and reagents in summoning, fall back on your default theme
You will need to select the other menu option to return to using themes. 7. Use reagents and items for special summoning themes** -
_4) On Reagents, controlling devices and their effects
The novice summoner is in all likelihood going to start his experiments summoning without the use of reagents or other controlling devices. He will draw upon his own racial links and, if he has a significant religious bent, will also draw upon the deity he holds to in guidance for the creature being summoned. For example, the author, of elven extraction, experimented with summoning by drawing an elven spirit form into the material plane. This creature came equipped with a short bow and proceeded to fire off arrows at the designated target.As the summoner becomes more experienced, he will have in his possession some reagents and artifacts that control the summoned creature. He will then analyze his opponent and structure the summons accordingly.
@On:Elven Kin naturally draw upon elven spirits and Fey creatures such as pixies
Humans
Dwaven Kin summon that which is dwarven in nature, namely the axe warriors
Halflings draw celestial creatures to this plane. The novice halfling wizardess will conjure a celestial dog.
Half-orcs summon magical creatures such as the El-Rat@On:
Tymora: It would seem that those who call on Tymora tend to draw beasts from the celestial plane.
@On:
Pixie Dust: This is gathered from the corpses of slain fey creatures. Elven Spirits and Fey creatures such as pixies are summoned by focussing through a capsule of such dust.
Beetle Bellies: These may be fresh or dried. Dried bellies, though much cleaner to transport, may suffer from damage unless stored in appropriate containers. In gathering these from fire beetles, care should be taken not o pierce the belly due to violent strokes of a blade or the belly is worthless. Summoning Insects and other vermin may be done by focussing through the belly.
Quartz Crystals: These must be flawless and of a size sufficient to focus ones attention, crystals less than an inch in height cause issues and should not be used. They draw golem like constructs to this plane.
Bone Dust: Is rumoured to draw upon shadows, though the author has no experience here.
Slaad's tongue or chaos essence: Slaad tongues are cut, fresh from the corpse of a defeated Slaad. Summoned slaad corpses return to their plane on being defeated and as such are not suitable as sources. When battling slaadi, one should always focus on the source of the summoning and not on the summoned creature. Slaad tongues draw Slaadi from the Fiendish plane. The author has not located a source of chaos essence and as such, cannot verify the substance as a focus for summoning slaadi.
Ironwood: These may be used for the summoning of natural animals such as badgers, wolves and lions. The Ironwood tree is a small slow-growing deciduous tree which is a source of very heavy hardwood used for construction and in weapon crafting. It can be found all over Cormyr and has been harvested in the Hullack and beyond Eveningstar. A piece of Ironwood some 12 inches long and weighing 8oz is sufficiently robust to hold the focus of the charm.
Unknown: Summoning of Wyrmlings may be done. In order, First circle through fourth: White (cold), Black (acid), Green (gas) and blue (lightening) wyrmlings. These were witnessed but the author has not obtained information on what focus is required to call them into being.
@On:
Book of Conjurations
Description: Book, grey leather bound with a steel band round it.
Source: The Mages' Guild
Results: Calls magical creatures to the side of the conjurer. These creatures tend to combine both magical and physical attacks.The Principles of War
Description: Book, brown, leather bound with leather toggle holding it closed.
Source: The Temple of Victories, North West District of Arabel
Results: Calls items of armour infused with a warrior spirit to the conjurer's side. These armoured warrior spirits tend to fight with axes.The Rat King
Description: A knot woven from the tails of dozens of rats that are still alive. Once the knot is complete, the rats are dispatched by drowning or starvation. Ratkings created through starvation have much of the tails chewed indicating the method of sacrifice. Drowned ratkings are identified by claw marks rather than teeth marks.
Source: A goblin trader in the ruins below South East district. Take some support if you venture there.
Results: The Ratking calls verminous insects to the aid of the conjurer.Tome of Ineffable Madness
Description: Book
Source: The Archmage, Kanthea Ferelven, is believed to have a copy and may be persuaded to part with it.
Results: Calls Slaadi of various formsThe Book of Golems
Description: Book
Source: Rumtums in Eveningstar
Results: Calls constructs which often explode on defeat with violent effect. Stand back!The Book of Exalted deeds
Description: Book of brown calfskin with gold leaf and tooling. A metal clasp holds it shut.
Source: The Lady's House
Results: Various celestial creatures. It is rumoured that this book may only work for those of Good alignment and of good intentions. It has certainly not revealed its utility to me._ -
On 1st Circle Creatures@Badger:
Focus: Ironwood
Description: A typical badger with standard markings, summoned in from the local environs and commanded to obey the conjurer
Tactics in use:
Drawing yet to be produced.
@Pincer:
Focus: A beetle belly or the Rat king
Description: The pincer beetle is an insect of large proportions; an adult being some 3' in height and 4-5' in length. It is brown and cream in colour with stripes longitudinally down the carapace. As with all of the beetle family, it has six legs, three down each side. These are brown at the top, becoming striped with cream down the length of the leg, ending in a cream point. A hard ridge along the back is lifted up, providing nominal protection to overhand strokes of a sword. The pincer beetle has two large mandibles that extend in front of the feeding orifice and are used, in battle, to gouge and clamp the victim. The carapace is not so ridged that a good blade strike will not pierce it.
Tactics in use: These are fairly harmless in battle against all but the most vulnerable monsters. They tend to manage one or two bites before being dispatched by foes of any substance. They are probably best used as temporary distractions or summoned once the main foe is engaged and has its focus contained, or commanded to attack unprotected foes where a few good gouges will do significant damage. A pincer beetle may also be sacrificed to trigger a challenging trap, though some folk frown upon such use of nature's creatures in such a callous way. The Pincer beetle has no ability at hearing or spotting hidden enemies, but, given its lack of intelligence, is unaffected my mind spells.
@Magical:
Focus: The Book of Conjurations
Description: Dark brown in colour, the magical el-rat can grow to a stature similar to that of a dire rat, typically up to 4' in length. Its claws, though sharp are not frequently used in attack. Its tail can extend the same length as the body and is devoid of fur. The El-rat is magical in nature and, when attacking, sometimes uses an arcane attack in its bite.
Tactics in use: On attacking, the el-rat closes swiftly with its opponent and starts to lunge, biting viciously. Its bites are not that damaging to well armoured defenders, but when combined with its magical strike, can penetrate and cause damage. Two or three El-rats swarm more effectively than one on its own, unless the opponent is a skilled fighter and can cleave effectively, dispatching a second and third rat after killing the first. Focus these rats against unarmoured enemies and none fighters. The swarm, when directed at an inexperienced mage, will disrupt his spell casting, causing him to panic and rapidly taking him down.
@Summoned:
Focus: The Principles of War
Description: From the waist up, the summoned Axe Warrior is encased in full plate armour, Helmet and gauntlets. The armour is blue grey in colour and has spiked shoulder pads. Below the waist, there is nothing; the suit of armour hangs in mid air and floats. In the right hand, it holds a battle axe. It has the appearance and size of a dwarf, both strong and robust in constitution, though not dexterous. It fights with the same skill as a dwarven warrior of a couple of seasons in a local clan raiding party.
Tactics in use: These bold warriors charge in without thought for the consequences and as such are useful where the foe is robust. They have a wide variety of immunities:
Rogues who sneak attack from the shadows have no advantage, nor do warriors who look to strike Critical Hits. They are not affected by spells to reduce abilities or experience. Without mind or body, they are protected from death Magic and Mind Affecting spells; also from Disease, Paralysis, and Poison.
Similar to dwarves, they seem to have training against Giants, Goblins, Orcs and Reptilians and can also see in the dark. In armour, they are useless at hiding and sneaking up to prey, focusing, as dwarves seem to, on the robust charge.
Tactically, these axe warriors should be used against those that attack with negative energy, poison or disease such as spiders, beetles and certain undead. Given their training against certain foes described above, the advantages are clear. Mages or Fey creatures that seek to beguile or stun have no effect and as such, these warriors will continue to battle when mortal warriors have fallen prey to the mage’s charms.
Given that these summoned creatures are not living, they can be used without regard where their defeat or destruction is inevitable. For example, where the foe is too great and retreat is in order, the summoning of two or three of these low level creatures in the face of the enemy may allow the party to retreat in good order, leaving the summons to be destroyed.@Elven:
Focus: Fey Dust
Description: A helmet with visor, a pair of green gauntlets extended to the elbow and a shortbow are all that can be seen of the Elven spirit. It is an outsider by nature.
Tactics in use: Tactics in using the elven spirit are fairly obvious, given its mode of attack. One should cast the spirit behind a party of melee warriors in the same way that mortal ranged fighters will attack from behind a wall. The Elven Spirit has some limited hiding capability and if commanded, will remain hidden until commanded to attack. It is unable to move stealthily. The spirit can shoot effectively from point blank range, though as stated, this is not a good tactical position. It has some limited ability to spot hidden enemies as an elven scout of one season's experience.
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_6) On Tactical Concerns
Summoning creatures without regard to the tactical situation and strengths and weaknesses of the particular summons is wasteful of reagents and learned spells. It is much better to plan and consider carefully.
For example, summoning an Elven Spirit with its bow behind a Axe Warrior or shield wall provided by party members provides protection for the Elven Spirit which would otherwise be dispatched by the foe in seconds.
The casting of an El-Rat against a foe that is not susceptible to magical fire or ice damage is wasteful when an Axe Warrior would be more protected by the nature of its armour.
Casting a pair of Axe Warriors is often of less advantage than casting an Axe Warrior and a El-Rat or Pincer Beetle. Mixing summons tends to be more effective. The skilled conjurer will summon the more defensive summons first then, after it has engaged, summon a second or third creature that has greater attack potential and weaker defenses. The foe, once engaged, is likely to continue battling the initial summons and, only when that is defeated, move on to the other summons.
The Skill of the summoner is in learning the advantages and disadvantages of the particular summons and using them in pairs and trios to advantage._
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_7) References and Acknowledgments
I refer the reader to the tome, Golems and Constructs by Mortemor Needlenose, which I found most instructive.
I wish to acknowledge the aid of the following wizards and summoners in the research of these notes._